Archaeologist bard / skill monkey for PFS


Advice

Liberty's Edge

2 people marked this as a favorite.

I'm building a new character for Pathfinder society play, using some of the GM credit I've collected. My characters tend to be cleric or ranger types, rather than arcane casters or skill monkeys, and I GM far more often than I play, so my char op skills are very much lacking. But I want to create a character that will give me the option to play something different at mid-levels, someone with lots of knowledge skills, diplomacy, linguistics, trapfinding (if that's worth putting resources into), etc. I'd also like to be able to contribute in combat in some way, rather than being a millstone. Due to the GM credit, this character will spring to life fully formed at 4th level. Any tips?

Nothing below is a sacred cow; I'm happy to take advice on any aspect.

Str 10, Dex 14, Con 14, Int 17 (inc. racial +2 and +1 @ 4th), Wis 10, Cha 14 (I'm not a big fan of dump stats)
Race: Half-elf
Racial traits: Arcane Training in place of Multitalented
Class: Bard (Archaeologist)
Faction: Osirion
Skills: ??? (32 ranks to assign)
Feats: Skill focus (???) (B), Lingering performance? (1st), ??? (3rd)
Traits: Vagabond child, ???
Rogue Talent: Trap Spotter
Spells: ???
Equipment: 7500-8000gp to spend


Dotting for later. Sorry bout this... gotta read up on Archaeologist.


What you are playing is basically a rouge that does not suck. You may want to consider a dip in fighter at 2nd level to pick up Dervish dance. If you can play a Slyph you may want to look at them as they have some decent synergy and some good racial abilities and spells. If so drop the CON to 12 (10 after racial), boost DEX to 15(18 after racial and level 4) and Drop INT to 14(16). This will give you a +4 to hit and damage with the scimitar. Taking the spell Windy Escape will be a big help.

For spells concentrate on spells that boost your abilities instead of those requiring a save. Detect Magic, Mage Hand and Sift are almost required for this build. Other good ones would be Expeditious Retreat, Silent Image, and Invisibility.

For skills put a single point into each knowledge and you will be fine. Max out Perception, Stealth and Use Magic Device . Distribute the rest more or less evenly.

For feats pick up Weapon Finesse at 1st and take your second level in fighter. Make sure to take at least 2 points in Perform Dance so you qualify for Dervish dance. You need the fighter level or you will have to spend a feat to get proficiency in scimitar and will not qualify until 5th level.

If you are dipping into fighter than you second trait will be Magical Knack. If not go for Armor Expert.


Couple quick comments -

Skill Focus: perception or diplomacy. Those skills can come up a lot and have their uses in different ways.

Rogue Talent: Trap Spotter - I'd think about grabbing a different Togue talent if you're able to. Trap Spotter is a very nice 'fluff' skill in my opinion for PFS mods. I'd suggest something more combat wise to help balance out your two non-fighting feats.

Liberty's Edge

Mysterious Stranger: Thanks for the advice, I'll have to go over it in detail later, but in case I wasn't clear: this is for Pathfinder Society. Sylphs and Magical Knack are not legal in that campaign.

Shadow Lodge

Keep Trap Spotter. It's perfect for many scenarios, where you just don't want to/can't go over every doorway and corridor. You won't be getting many of the better combat talents anyway, since you have no sneak attack(thankfully).

I suggest lowering the Int somewhat. Keeping it high is an easy way to get a lot of skill points fast, but you already get a bonus to two skills from the archaeologist archetype and havea 6+int skill mod. I can't think of a reason why you'd want more than 13-14.

If you want to do combat, some things need to give way for combaty options. Choose between Weapon Finesse, normal str-based melee or ranged and stick with it. For instance, Str 13 Dex 16 Con 12 Int 14 Wis 10 Cha 14 with Wpn Finesse gives you a decently-hitting agile melee person, who qualifies for Pwr Attack and can take the malus to accuracy. Agile weapon enchantment will be your friend. Or, say, 15(+1 at 4th)14 12 14 10 14 stat allocation gives you a pretty well-rounded character. Maybe taking Toughness early on, since you ac will be rather low.

Now, I'm not saying you should forego skill mastery over combat, just that since an archaelogist is already one of the best skill monkey classes in the game, having them always play the third or fourth fiddle in combat would such a waste.

I have a similar character, a bard with aforementioned the Str-favoring allocation and it works well for her. Shield+lonsgword+performance is a very nice combination.


Paz wrote:
Mysterious Stranger: Thanks for the advice, I'll have to go over it in detail later, but in case I wasn't clear: this is for Pathfinder Society. Sylphs and Magical Knack are not legal in that campaign.

If you can't play a Slyph then I would consider an Elf. A DEX focused Archeologist with Dervish Dance is pretty solid. Like Muser said you are already the best skill monkey in the game, but need some combat ability to round it off. That also allows you to take Breadth of Experience if you really want to jack the Knowledge's. Personally I think that me be overkill.

Shadow Lodge

1 person marked this as a favorite.

Breadth of Experience is awesome. Definitely take it if you qualify. Nothing quite as cool as going "I've got it!" with every obscure tidbit - on demand.


I would go

Str 10, Dex 17(inc. racial +2 and +1 @ 4th), Con 10, Int 16, Wis 10, Cha 14

Race: Half-elf
Racial traits: Ancestral Arms (scimitar) in place of adaptability
Class: Bard (Archaeologist)
Feats:Lingering performance (1st), Weapon Finesse (3rd)
Rogue Talent: Combat Trick (Dervish Dance)
Spells:
0 level:Detect Magic, Light, Mage Hand, Mending, Read Magic, and Sift.
1st level: Cure Light Wounds, Enhance Water, Expeditious Retreat, and Identify.
2nd level: Cat's Grace, and Cure Moderate Wounds

Magic item: ring of sustenance (2500), +1 Scimitar (2315)


oh forgot to add the pathfinder pouch it is 2000 gold.


Pathfinder Pouch?

I second the Half-Elf or Elf. Breadth of Experience is excellent.


Actually, Breadth of Experience is based on longevity, not elvishness. So half-elf wouldn't qualify. (Unless they were nearly dead?)

Huh. I've read Seekers of Secrets several times without really noticing the Pathfinder Pouch. Not my first choice, but looks interesting.


Fredrik wrote:

Actually, Breadth of Experience is based on longevity, not elvishness. So half-elf wouldn't qualify. (Unless they were nearly dead?)

Huh. I've read Seekers of Secrets several times without really noticing the Pathfinder Pouch. Not my first choice, but looks interesting.

If you mean me I was meaning for the Elf. It seems my phone glitched at erased the For elves part of that sentence.

I should note I hardly ever play a Half-Elf. Simply because I haven't thought of a good background for one yet. Also note I am not an optimizer. In fact I am the opposite.

And on that note: can we learn what you are planning for your character's background? It might help.


1 person marked this as a favorite.

After some review I have to change my advice on race back to half elf. I forgot about the Ancestral Arms trait and that changes things considerably. Also the Half Elf as a favored class bonus can chose to get +1 Round of Performance This means you don't have to take Lingering performance at 1st, but will still have 10 rounds per day by 4th. Take that as your 5th level feat when the bonus goes up to +2.

For spells I would recommend the following
0 Level
Detect Magic (Obvious reasons)
Light (You don't have dark vision and may need it to see)
Mage Hand (Useful for too much to list here)
Message (Allows you to scout and communicate with the party)
Sift (Searching at range)

1st Level
Expeditious Retreat (Scouting and getting away)
Feather Fall (Falling or jumping down)
Silent Image (Distraction and confusion)
Vanish (Invisibility need I say more)

2nd Level
Heroism (+2 to Attacks, Skills and Saves lasting 10 Min per level and stacks with Archeologists Luck)
Pilfering Hand (Ranged Disarm or Steal, and Ranged Disable traps)

Swap out Vanish for Invisibility at 5th.

I would also keep Trap Finding. Trading a class ability for a feat to me is a waste. This also allows you to scout much quicker.

Pretty much what you have is an Arcane Trickster at 4th level. With a +1 Scimitar and using both Heroism and Archeologist Luck you will get 1 Attack at +10 to hit doing 1d6+5 points of damage with a crit range of 18-20.


Mysterious Stranger has a wonderful build.

Liberty's Edge

Thanks for all the advice; I need to spend some time looking at the options and working out the direction I want to take this PC, and I may well post a statblock in the next few days for review if I get the chance.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Archaeologist bard / skill monkey for PFS All Messageboards

Want to post a reply? Sign in.